[19:08] <+TGlennBane> Hello everyone, My name is T. Glenn Bane. I am the founder of Scaldcrow Games and the Worlds of Pulp. I am here to discuss our kickstarter, “Ron Fortier’s Cape Noire.” Its a a game of crime, consequences and the supernatural set in the 1930s.
[19:08] <+TGlennBane> (done)
[19:08] <~Dan> Thanks, Glenn! The floor is open to questions!
[19:08] <~Dan> So what is the premise of Cape Noire?
[19:10] <+TGlennBane> Cape Noire is a city on the North Pacific coast. It is a place that has been overwhelmed by crime but the citizen by-and-large do not realize the supernatural origins of much of the violence.
[19:10] <+Guest64555> are there gangsters?
[19:10] <+TGlennBane> The players play people in this city who have been exposed to the truth and are fighting back.
[19:10] <+xyphoid> who’s Ron Fortier?
[19:12] <+TGlennBane> Oh yes, plenty of Gangsters. The most intimidating is a Gorilla with a human brain, named Harry Beest. (done)
[19:12] <+Vorthon> …I take it, from that last bit of info, that the game’s meant to be taken at least partially in a humorous light?
[19:12] <+Guest64555> who’s Ron Fortier?
[19:13] <~Dan> (Guest64555: Please set your name with the /nick command. 🙂 )
[19:14] <+TGlennBane> Ron Fortier is a writer who has been working in comics since the 1980s. He is best known for his work on The Green Hornet and Terminator comics by NOW. He is also the operator of the publishing company, Airship 27. Here is a cheat to all of credits. (Link: http://en.wikipedia.org/wiki/Ron_Fortier)http://en.wikipedia.org/wiki/Ron_Fortier
[19:16] <~Dan> Can you say a bit about Brother Bones?
[19:16] <+TGlennBane> No, not a humorous world. I’ll give you a touch Harry Beest’s bio. The humor ends at his name. He was a heavy for the Topper Wylde organization until he had an illicit affair with Alexis Wylde (Topper’s daughter), who then had him sent to a mad scientist who transformed Beest into the animal Wylde thought he was/
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[19:17] <~Dan> (Howdy, Ettin!)
[19:20] <+TGlennBane> Sure. Brother Bones is the Premiere antagonist of Cape Noire He was once the greatest, most prolific hit man of the Topper Wylde organization. He was later killed and came back as the Undead Avenger, Brother Bones. He is the boogey man that frightens criminals. That is the short explanation.
[19:20] <~Dan> You mean PROtagonist, don’t you?
[19:20] <~Dan> I thought he was a good guy. (Relatively speaking.)
[19:20] <+TGlennBane> I don’t use the word hero, because he is really more about the consequences. I prefer the word reckoner.
[19:21] <+xyphoid> is this a PC?
[19:21] <~Dan> Ah, I see.
[19:21] <+TGlennBane> Brother Bones is not but undead and supernatural characters are possible.
[19:22] <+TGlennBane> He is an NPC, making occasional appearances in the game.
[19:22] <+TGlennBane> (done)
[19:22] <~Dan> What forms does the supernatural take in the setting?
[19:22] <+TGlennBane> Yes Protagonist. Did I write Antagonist? Sorry.
[19:23] <~Dan> 🙂
[19:23] <+TGlennBane> If you are a villain in Cape Noire you might be hard pressed to know th difference.
[19:24] <+TGlennBane> The characters are generated with backgrounds familiar to Cape Noire and therefore fit comfortably into the setting.
[19:25] <+TGlennBane> (done)
[19:25] <~Dan> Can you give some examples of the supernatural in the setting?
[19:27] <+TGlennBane> Sure, all of the supernatural types used in the games are also creatures that appear in the short stories and novels of Ron Fortier and author Roman Leary (author of Six Days of the Dragon)…
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[19:27] <~Dan> (Howdy, MonkofLords!)
[19:29] <+TGlennBane> There are werewolves, beast men, zombies, haunted trees, ghosts, demons (big and small), strange creatures from the 9th dimension, magic, cults, sorcery, vampires, mystic shadow warriors, and thats just off the top of my head.
[19:29] <+TGlennBane> (done)
[19:29] <+Guest64555> /nick Lomax Lamat do i need to have read all the books to enjoy playing the game?
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[19:29] <~Dan> (Heh. Just type “/nick Lomax_Lamat”, no quotes. 🙂 )
[19:30] <~Dan> (Howdy, jeffszusz!)
[19:30] <+TGlennBane> No, but if you have them, the game also serves as story guide and index. Every character that appears in the Brother Bones stories appears in the RPG (over 300).
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[19:31] <~Dan> I notice that you distinguished between “magic” and “sorcery” in that list. Can you explain the difference in the setting?
[19:31] <~Dan> (There you go, Lomax_Lamat. 🙂 )
[19:32] <+TGlennBane> There have been a team of us working exhaustively for more than 18 months to create an accurate guide to this setting.
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[19:35] <+TGlennBane> Magic is generally seen as a supernatural effect where as Sorcery is a spell method (casting spells.) Sister Blood (a vampiress) can transform into a monster bat and fly. This is not sorcery because it is a power she possesses..
[19:35] <+TGlennBane> (done)
[19:35] <~Dan> Ah, I see.
[19:36] <~Dan> So all sorcery is magic but not all magic is sorcery?
[19:37] <+TGlennBane> That is correct all magic is not sorcery.
[19:38] <+TGlennBane> Magic is used as a catch all term to relate to the unexplainable and impossible.
[19:38] <~Dan> Now, your two Worlds of Pulp games seem to be very much “kitchen sink” in their approach to pulp. Is Cape Noire a more specific setting?
[19:38] <+TGlennBane> For example, Brother Bones takes bullet casings in one story and has them point out a killer.
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[19:39] <~Dan> (Howdy, Le_Squide!)
[19:39] <&Le_Squide> (Hey Dan!)
[19:40] <+TGlennBane> Yes, Cape Noire is meant to pick up on the city but as important, the feel of Ron Fortier’s writing and story telling.
[19:40] <~Dan> How would you distinguish Cape Noire from the other settings?
[19:44] <+TGlennBane> The difference between the three settings is the motivation: Sapphire City (Davey Beauchamp’s Amazing Pulp Adventures) was about a Golden-Age view of the world in black and white (good and evil); Rotwang City was about shades of gray and blurry lines between good and evil. Cape Noire is all about consequences-very bad things happening to very bad people.
[19:44] <+TGlennBane> (done)
[19:45] <~Dan> Is Cape Noire now considered to be a part of the same world?
[19:46] <+TGlennBane> Yes, for the sake of Scaldcrow Games, Cape Noire is part of the world, allowing characters from setting to visit the others.
[19:46] <~Dan> Oh, very nice.
[19:47] <+TGlennBane> There are a few rules upgrades in Cape Noire, but included is also the fix for the other two books.
[19:47] <+TGlennBane> (done)
[19:47] <~Dan> Actually, for the benefit of those who didn’t catch our previous Q&A, would you mind giving a quick rundown of the core mechanic?
[19:48] <~Dan> (I’d like to hear about these rules upgrades, but perhaps we should start with the basics.)
[19:50] <+TGlennBane> The core mechanic is a 2d6 roll made against ranks 1-10 (1 is the weakest and 10 is generally the strongest). All rolls in the game are completed the same way. There is also a table called the Cosmic Eye (my wife refers to as the magic 8 ball). This table generates random outcomes and directions based on simple questions. more…
[19:52] <+TGlennBane> Characters are allowed to stack different abilities for a similar purpose. For instance if you can describe why Combat, stealth, and weapon smith might be used togther to generate a desired outcome, then you are allowed to stack them (rolling for each and combining the results.).
[19:53] <+TGlennBane> (done)
[19:53] <+TGlennBane> The rules were designed to take a back seat to the story telling. (done)
[19:53] <~Dan> Thanks, Glenn! Now, can you say a bit about the rules upgrades?
[19:55] <+TGlennBane> Basically, the new rules (referred to as the rules with added crunch) limit the stackable skills to two plus a foundation ability. If more abilities are desired, they require the expenditure of bonus points called “Boxcars.”
[19:56] <+TGlennBane> Also, abilities may be used for multible purposes. If an ability is used for attack it may also be used for defense.
[19:57] <~Dan> Is the foundation ability the most general of the three?
[19:57] <+TGlennBane> There used to be a limit of 4 hits on anything, that as been lifted allowing for larger number of hits.
[19:57] <+TGlennBane> Hang on …
[19:59] <~Dan> (brb — please continue)
[19:59] <+Lomax_Lamat> i like the way this sounds. what is the name of the system? Dan, did he mention the name of the system?
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[20:00] <+TGlennBane> Foundation abilities may be considered attributes. They include: Combat, Agility, Might, Size, Toughness, Intelligence, Perception, Willpower, and Aspect. (done)
[20:01] <+TGlennBane> The core mechanic is Bare Bones Beyond with Added Crunch!
[20:01] <+TGlennBane> (done)
[20:02] <+Vorthon> Well, at least it avoids one of my main complaints about D&D: It doesn’t bind perception in willpower into one stat. :u
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[20:03] <~Dan> Remind me what Aspect is?
[20:03] <+TGlennBane> Wise people are tot always observant and vice versa.
[20:03] <+TGlennBane> Sorry guys. Fingers are tired.
[20:04] <~Dan> You’re doing fine. 🙂
[20:04] * +Vorthon ‘s gotten to the point of ‘gibberish and ranting’ in IRC before because of lack of sleep, so they don’t really mind typos at all.
[20:05] <+TGlennBane> It is the overall presence of a character. For example Dracula is both frightening and charming. These things may be described collectivly as aspect.
[20:06] <~Dan> Ah, right.
[20:06] <+TGlennBane> What it means will generally be described in the character description.
[20:06] <+TGlennBane> (done)
[20:06] <~Dan> Is there a requirement for characters to purchase foundation abilities before associated skills?
[20:08] <+TGlennBane> Foundation abilities are front loaded on the new sheet. They can be increased during character creation or through experience.
[20:08] <+TGlennBane> (done)
[20:08] <~Dan> Does that mean that everyone has them?
[20:10] <~Dan> Also, do you have the new character sheet posted?
[20:11] <+TGlennBane> Yup. Everyone has the same foundation abilities. Not everyone is good with them. If they are not actively raised through character generation and experience they will stay low. At character generation, everyone gains six free raises to spend on these foundation abilities.
[20:11] <~Dan> That’s new to Cape Noire as well, right?
[20:12] <+TGlennBane> That’s right. The crunchier rules were developed along with Cape Noire.
[20:13] <+TGlennBane> The sheet is still being developed. Any sheet I showed you right now would be incomplete.
[20:13] <~Dan> No problem.
[20:14] <~Dan> Now, one thing I found unclear in Worlds of Pulp was how superhuman ability levels could be purchased. Does Cape Noire address that issue?
[20:16] <+TGlennBane> Yes. It does. The abilities in Cape Noire are more specifically defined. For more open ended or abstract abilities I have included specific examples. Cape Noire will not catch you off guard.
[20:17] <+TGlennBane> (done)
[20:17] <~Dan> Well, to clarify, I’m referring to ability levels in excess of 10.
[20:17] <~Dan> Like super-strength.
[20:21] <+TGlennBane> Without a book full of examples to share and not wanting to confuse anybody, I’ll try and dip into categories.
[20:24] * ~Dan nods
[20:25] <+TGlennBane> Category is a reference to what scale an ability uses. HUman scaled characters are considered category 1, vehicle scaled abilities are considered category 2, Large military scaled abilities (tanks etc) are category 3. and massive military vehicles (such as battleships) are considered category 4. Each step adds a bonus which modifies die rolls (more)
[20:26] <+TGlennBane> cat-1 +0, Cat-2 +20, Cat-3 +50, Cat-4 +90.
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[20:28] <+TGlennBane> An ability can ascend to different categories through game play and experience.
[20:28] <+TGlennBane> (done)
[20:28] <~Dan> (Howdy, steveRP!)
[20:29] <+steveRP> Hello.
[20:29] <~Dan> Does that mean that it’s not possible to play someone superhumanly strong, for example, at character creation?
[20:29] <+TGlennBane> No not all.
[20:31] <~Dan> So you can purchase category levels at character creation?
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[20:32] <~Dan> (Howdy, Lin_Chong!)
[20:32] <+Lin_Chong> Morning.
[20:33] <@Silverlion> (Allo Lin_Chong)
[20:33] <+TGlennBane> Most characters in Cape Noire are basically human, though some may have modifiers like were wolf, golem, automaton, etc. Super-human strength is considered a magical effect in Cape Noire. The Crunchier rules do allow for the construction of superhuman abilities however, even at character creation. Bottom line, all it requires is GM permission to do so.
[20:33] <+TGlennBane> (done)
[20:35] <+TGlennBane> That “option” is described in the book.
[20:35] <~Dan> You mentioned mad science earlier. How big a part does that play, and is it an option for PCs?
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[20:36] <~Dan> (Howdy, DrNate!)
[20:38] <+TGlennBane> It absolutely is. Mad scientists are a huge part of supernatural pulp! Doctor Bugassi (the scientist that created poor Harry Beest) is a major character. Having and using science in game play is carefully laid out, allowing scientists to create and augment gadgets for personal or team use. At a cost of only Building Point, a temporary item created by a …
[20:38] <+TGlennBane> scientist may be added to a personal or team inventory.
[20:39] <+TGlennBane> (done)
[20:39] <~Dan> Nice. 🙂
[20:40] <~Dan> The Worlds of Pulp games have very nice bestiaries. How large is the one for Cape Noire?
[20:44] <+TGlennBane> It is more specific to Ron Fortier’s fiction. In that since it is a little smaller but better defined. However, the 300+ characters go a long way to fill out his world. Basically, you can read any story or novel in the verse and have all characters, monsters and magical effects. Not to mention. the other Worlds of Pulp (Amazing Pulp Adventures and …
[20:46] <+TGlennBane> Rotwang City) are compatible. Cape Noire contains two appendixes in the back (one updates characters and the second-the bestiary.
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[20:48] <+TGlennBane> We are two thirds the way to goal on this project with only about 1,000 to go. Once we hit goal we will add additional content (adventures, characters, and equipment) as well as maps.
[20:48] <~Dan> How many days do you have left?
[20:49] <+TGlennBane> We are also going to be using original art from the series as well as new art from Brother Bones artist Rob Davis ((Link: http://www.robmdavis.com/)http://www.robmdavis.com/)
[20:50] <~Dan> Oh, very nice!
[20:50] <+TGlennBane> 15 to go. It ends on the 21st. Ron Fortier has agreed to have me draw three contributors at random and he will write them into his next Brother Bones story.
[20:50] <+TGlennBane> That is, if we make goal.
[20:51] <~Dan> I’d say 2/3 of the way there with 15 days to go is pretty darned promising. 🙂
[20:53] <+TGlennBane> Thanks Dan. We are all very excited about this. I was a fan of Ron Fortier long before this project ever took shape. I still have my copies of The Green Hornet!
[20:53] <~Dan> Cool. 🙂
[20:53] <~Dan> So in the time we have left, is there anything we haven’t covered that you’d like to mentoin?
[20:55] <+TGlennBane> Only that the amount of research and attention to detail in this project is a cut above previous Worlds of Pulp titles; also, like other WOP titles we are including 151 story hooks to help GMs to become comfortable and entertained in Ron Fortier’s Cape Noire.
[20:56] <~Dan> Awesome. 🙂
[20:56] <~Dan> Assuming you get funded, what’s the ETA of the book?
[20:56] <+TGlennBane> Thanks Dan, and thanks to each of you for coming out to this Q&A.
[20:57] <+TGlennBane> February.
[20:57] <+TGlennBane> 2016
[20:57] <~Dan> Sweet. 🙂
[20:57] <~Dan> And thank you for coming by, Glenn!
[20:58] <~Dan> If you’ll give me just a moment, I’ll get the log posted and get you the link. 🙂
[20:58] <+TGlennBane> No problem Dan. You put on a quality event. I always fel welcome.
[20:59] <~Dan> Oh, wait… Did you post a link to the Kickstarter?
[21:00] <+TGlennBane> No wait hang on. Bad Glenn. Here you go …
[21:00] <+TGlennBane> https://www.kickstarter.com/projects/1279968844/ron-fortiers-cape-noire-rpg
[21:00] <~Dan> There we go. 🙂
[21:00] <~Dan> One moment…